Author Archives: Bobby

Mudlarks will dig through rivers, looking for valuables. Mudlarks require 1 gold per day to dredge. They have a 10% chance of finding an item in a lake or river, +1% per day they have been searching. After 30 days, there is no more chance of recovering items. If a mudlark is looking for a particular item, there is a 50% chance item found is that item. Otherwise, it is a random item from the DMG.

Sewer hunters, mudlarks that work in toxic banks, require 5 gold per day.

Link boys will carry a torch for you for the reasonable cost of one silver per hour. Link boys tend to be young and fragile, so they may not last long in dungeons. Assume all stats to be at 4, including total HP.

Fighter – Weapon drop. You have butterfingers. You got to pick it up next turn.Paladin – Hubris. You boast and make a flamboyant but ineffective attack. -2 AC this turn.Ranger – Bird watcher. Is that a rare bramble-toed wood owl? -2 to all rolls next turn due to distraction.Cleric – Momentary lapse of faith. Why would a good god create a world with orcs and zombies? No spells next turn.Druid – Roadkill. You have stepped on a bug or rodent or lizard or something. You feel guilt and shame, and a momentary disconnect from mother earth. No spells next turn.Magic User – Memory lapse. Roll random spell. 50% chance your forget it, 50% chance you accidentally cast it while sneezing.Illusionist – the Job. One of your memorized spells goes off at random.Thief – Wallet drop. Drops an item at random from his inventory.Assassin – Go boom. You fall to the ground and make a loud crash.Monk – Finger jam. Your attack jams your wrist or finger or toe or something. Take D2 damage.Barbarian – Verbiage. The barbarian says a word with 3 or more syllables. Any party members within 20′ must save vs. paralyzation or receive -1 to AC for the rest of the turn.

Been running a mine (DSG 49-56)? Those uncut stones aren’t worth half of what they will be once finished. Cut out the middleman and get a Jeweler. He can cut and finish D10 stones per day. All jewelers are level-0 and are paid 15% of the value of the stones they cut.

An inspector is a level D4 Assassin, but is completely unwilling to harm or kill, except in self-defense. He can, however, use the spy rules from DMG, pages 18-19. Inspectors are hired on a per mission basis, and require 4 gp daily.

Heralds may make proclamations and prepared statements on behalf of a character. Heralds may be used to introduce a character, along with any titles and achievements, as they enter a room. Characters receive a temporary +1 to Charisma with those present for the introduction. Heralds can also act as a Master of Ceremonies while a character holds court (Use herald’s Cha. when “holding court”). Charisma is always a herald’s highest stat. Heralds cost 6 GP weekly.

A governess is a woman hired to help raise children with proper class and sophistication. Children that are raised with a Governess receive a D3 to their Charisma score upon maturation (13?). Governesses are paid 50 gp yearly, and room & board must be provided.

A falconer is a master of directing hawks for use in hunting. Falconers cost D6+5 GP per month. Having a falconer gives an effective +1 Charisma while participating in any hunt, do to the prestige associated with it.

After hiring, roll the following:
5 in 6 chance of being able falcon trainer
4 in 6 chance of being able falcon breeder
3 in 6 chance of being able falcon trapper
2 in 6 chance of being able horseman
1 in 6 chance of being a level D6 Fighter

Excavators are specialists in digging, mining and sapping. They are level-0 and cost 4 gp monthly. Excavators used in an active combat zone receive double pay. They can also clear heavy debris, such as crushed or crumbled curtain walls.

A colportier, if retained by the PCs, will distribute books, pamphlets, scrolls or handbills on behalf of the characters. These materials are most commonly secular political propaganda or writings of a religious nature. The colportier is like a page or messenger to the public .

A bravo is a low level man-at-arms. The bravo acts as an enforcer or thug, willing to threaten or beat others at their employer’s order. They are bullies, however, and require morale checks at -4 to attack dangerous monsters or armed characters. A bravo is never lawful, and rarely of good alignment.

An almoner is a cleric that distributes cash to the poor. Characters that are required to relinquish their wealth may do so through their almoner as well as through their religious/monastic organization. Having an active almoner will spread the renown of the PC as a Good and Lawful person.

Only members of the fighter class and the ranger sub-class can make use of weapon specialization. This discipline is manifested in the character’s choice of one weapon to practice and use, to the exclusion of others. If weapon specialization is to be practiced by the fighter or ranger, that decision must be made when the character is initially created. Weapon specialization counts as two weapon proficiency “slots”; that is, a fighter may choose a weapon of specialization in addition to two other weapons of proficiency to count for the character’s initial allotment of four proficient weapons, while a ranger may have one weapon of specialization and a single weapon of proficiency as well. Specializing in a bow other than a crossbow requires an additional proficiency “slot,” so that a fighter who specializes in the use of a bow may have only one other weapon of proficiency to start with, and a ranger specializing in the bow can have no other weapon of proficiency at the start of his or her adventuring career.

The benefits of weapon specialization are as follows.

Melee Weapons: The character is + 1 to hit and + 2 to damage with the special weapon, on top of all other strength and magic bonuses. The weapon must be a specific type, such as long sword or broad sword, as opposed to a general sword. In addition, the fighter gets additional attacks per round with the special weapon. The specifications for these additional attacks override the figures given on the Attacks Per Melee Round Table hereafter, and are summarized on the Weapon Specialization Table below.

Bows: Fighters and rangers using the long, short, or composite bow as a special weapon are entitled to a “point blank” range category. Point blank range is from 6’ to 30’. The character is + 2 “to hit” and on damage rolls against targets within this range, and furthermore any successful hit deals out double damage (a total of 6-16 points for a non-magical arrow) to the victim, plus bonuses for strength or magic if applicable. Additionally, a bow specialist who begins the round with arrow nocked, shaft drawn, and target in sight is entitled to loose that arrow prior to any initiative check. Short range for a bow specialist is from 30‘ up to the lower limit of medium range for that bow. The bowman is + l to hit and damage at short range. Bow specialists may also gain additional attacks at higher levels.

Crossbows: In the hands of a specialist, these weapons have a “point blank” range of 6’ to 60’ (this completely overtakes the short range of a light crossbow in the dungeon). The crossbow specialist is + 2 “to hit” and damage against targets in this range, and receives the double damage benefit as for a bow; thus, a light crossbow bolt fired by a specialist at point blank range will do 6-12 points of damage, exclusive of bonuses (if any) for strength and magic. At short range the crossbowman is + 1 to hit and damage. At medium range the crossbow specialist is + 1 to hit, but gains no bonus on damage by virtue of specialization. Crossbow specialists also increase in rate of fire with level, and the amount of this increase is dependent on whether a light or heavy crossbow is used. Crossbowmen also gain the “aimed shot” advantage of bowmen, so that if the crossbow is cocked and aimed and the target is in range, the crossbowman gets a free shot before initiative is rolled.

Other Missile Weapons: Users of other sorts of missile weapons gain a + 1 bonus “to hit” and a + 2 bonus on damage. Their number of attacks per round depends on the initial fire rate of the missile weapon.

Double Specialization: A fighter or ranger may either initially or at a later time decide to gain double specialization in his or her chosen weapon. Only melee weapons, excluding pole arms and the two-handed sword, may be used in double specialization. Double specialization is taken instead of a proficiency “slot” whenever the character qualifies for a new weapon, and can only be taken in the weapon type that the character is already specialized in. Double specialization gives the wielder + 3 to hit and + 3 to damage with that specific weapon.

Final Note: All “to hit” bonuses granted by weapon specialization are not magical in nature, and will not affect creatures that are only hit by magical weapons. If a ranger or fighter is wielding a magic weapon that is of the weapon type that he or she is specialized in, all magical bonuses apply in addition to the bonuses gained for specialization.

Unearthed Arcana, p.18

I’m willing to include these rules, with some small adjustments: Rangers can only specialize in missile weapons, and no double specialization. Anyone disagree?

It is assumed that an appropriate type of head armoring will be added to the suit of armor in order to allow uniform protection of the wearer. Wearing of a “great helm” adds the appropriate weight and restricts vision to the front 60″ only, but it gives the head AC 1. If a helmet is not worn, 1 blow in 6 will strike at the AC 10 head, unless the opponent is intelligent, in which case 1 blow in 2 will be aimed at the AC 10 head (d6, 1-3 = head blow).

From DMG

Just read this part for first time. Anyone who hasn’t bought a helmet, I suggest you do so. I love yelling “HEADSHOT!”

After combat, you may try to collect your used missile ammunition. You must roll a die, or combination of dice, that most closely represents the number of missiles you fired (without being greater) and collect that many. The rest are lost broken or lodged too deeply in an opponent to be removed.

I.e. You threw six darts, you rolled a 4 on a D6. Two of your darts are gone.

The gladiators’ net consists of a small (8′ to 12′ diameter) circular net with weights around the edge and a trailing rope used for control. Customarily, it is folded in such a manner that it will twirl open when thrown; the gladiator throws it with one hand, keeping a grip on the trailing rope with the other. If the gladiator makes his attack roll, he has a Pin maneuver on his target (see the rules for Pin maneuver from the Combat Rules chapter). All the notes on Pin apply here except one: the netted character may not make any sort of attack on the netter until he’s won a Strength ability check and thrown that net off. On the round after the gladiator has netted his opponent, he has a choice of what he wants to do. He can hold onto the trailing rope with his off-hand (in order to maintain the Pin), pull out another weapon with his free hand, and attack his prey with that weapon. Eventually, his prey will probably win a Strength ability check and shrug that net off; in the meantime, the gladiator may get several rounds of unreturned attack on him. Alternatively, he can try to improve his hold on the target. By continuing to loop the trailing rope around his victim, he can improve the capture until the victim has no chance of escape. To do this, he must make an ordinary roll to-hit against his victim’s AC each round. On each successful hit, the victim loses 4 points of effective Strength for purposes of breaking free of the net. If the victim wins a Strength ability check against his captor before his Strength drops to 0, he breaks free (and his Strength is normal for all other purposes). If he fails, and his Strength is brought down to 0, he is hopelessly enmeshed in the net and cannot get out until his captor lets him. When a gladiator throws a net and misses, it is open and unfolded. That doesn’t mean he can no longer fight with it . . . but it is not as accurate, because it’s not folded right. Each subsequent attack roll with the unfolded net is at a –3 to attack rolls. With a properly-folded net, an attacker can perform Disarm, Parry and Pin maneuvers. Once a net is unfolded, such attacks are at a –3 to attack rolls.

The Eveningstar solves the dungeon spellunker’s greatest problem, keeping a light source and a weapon handy at the same time. This tools weighs and attacks as per mace, and provides light equal to a standard torch. The torch is fueled by replaceable oil flasks, and burn for an hour. The oil flasks are delicate, and will break if a maximum damage roll is made during an attack (6 on a D6). If the flask breaks, the target is dealt another D4 damage from burning oil spray and the light source is extinguished.

Our story began with the brothers, themselves: Armand and MinMaximus the Gallant. They were collectively known within the Church of St. Cuthbert as “the Flower of Nobility.” Many hopes were pinned on the young prospects, and they were given the responsibility of protecting the new church in rural village of Hommlet. The brothers were to travel to Hommlet immediately, but they wouldn’t have to travel alone. The Church sent a brave, though humble and plump, young priest by the name Hugh Manzfield the Novice to accompany the brothers, intended to serve as a spiritual guide to the young knights. To reenforce the strong arm of Cuthbert, certain vulgar mercenaries were provided as well: Finger McThicker, a Bravo from Dyvers, and Adrianus Theodorus Willowbark III, a crafty elf known as the Prestidigitator. Further, a strange young stable hand, a foreigner by the name of Hochi Mang, insisted on joining the party, alluding to strange Oriental powers that he possessed.

The path to Hommlet was treacherous, and known to be populated by brigands of various sorts. The Church was specifically concerned with slave raiders and traders in the region north of the Pomarj. The concern was appropriate, as the party was ambushed by such a group on the road south to Hommlet. A net trap was sprung, capturing the whole of the party. The slavers grinned at their catch: these ones will fetch Arena prices. The excitement is short lived, however, as Hommlet militia-men were spotted by the slaver scouts. The party was made subject to a quick plundering of any conspicuous wealth, and abandoned by the retreating Slavers. The slavers lost one man in the scuffle; when the thug reached for the little stable boy, the boy punched his short sword through the brute’s abdomen. Militiamen escorted the group to the outskirts of Hommlet.

The priest and the brothers could not in good conscience leave a man’s body to rot in a forest, so they brought the corpse of the slaver with them, into Hommlet. The group, eager to rid themselves of this burden, proceeded immediately to the new Church of St. Cuthbert in the north of town. The local priests were reluctant to allow unconfirmed bandits in their consecrated graveyard, and suggested the body be taken to a small island on the pond to the East. Once there, they were instructed to perform a purifying Hammer Burial.*

Hammer burials are hard work, and the party was eager to relax at the nearest inn. They were delayed, however, by drunken boasts of a sot named Elmo. The noble party brushed aside this human louse, and continued to the Inn of the Welcome Wench. A quick questioning of the locals revealed that the ruins of the moathouse to the east were once again crawling with evil.** It was decided on the spot that cleansing this evil would their first action as protectors of the Church of St. Cuthbert, Hommlet. After a night of moderate food and drink, the party, excluding Hochi Mang, retired to the most expensive rooms in the Inn. The stable boy had negotiated a place to stay, the barn was his while he “Work half food!” in the fields of Elmo’s father.*** The party posted vigilant guards throughout the night, a shooed patrons of dubious morals away from their doors.

Bright and early, the party marched eastward, chests puffed and heads high. After a short surveillance of the moathouse, the team carefully, if not covertly, attempted to cross the rotting drawbridge. Their passage was interrupted by a group of very large bullfrogs. The frogs surprised the party (There aren’t any frogs THIS BIG in Verbobonc!), and were quickly able to swallow whole Armand and Finger. The frogs attempted to scatter with their prey, but the remaining members put the blade to them, and rescued their imperiled companions.

Unknown to the party, this battle has been observed, and their presence has been communicated to an unknown party…

End Cuthbert Campaign Session One. Module T1.

* Drunken DM Improv: A hammer burial is performed by bludgeoning a corpse into paste. It follows the sayings of St. Cuthbert: “Enlightment can penetrate even the helm of iron.” “Evil which cannot be removed must be eliminated.” “Foolishness can be beaten.”

** Drunken DM Improv: I gave that up way too easy. I felt cheap and used after that dreadful RP.

*** Drunken DM Improv: Why is the farmer Elmo’s dad? Because I panicked when I couldn’t think of anything interesting to say about the farmer. It doesn’t make any sense for him to be the father. Elmo lives on another farm… right next door…